public void OnStart() { _onTime = 1.0f; _transitionOffTime = 0.1f; _transitionOnfTime = 0.2f; _minOffHoldTime = 0.1f; _maxOffHoldTime = 0.5f; _minOnHoldTime = 0.1f; _maxOnHoldTime = 0.5f; _minoffinten = 0.1f; _maxoffinten = 0.5f; _minonintern = 0.8f; _maxonintern = 1.1f; smc = new StateMachineController(); light = gameObject.RequireComponent <CLight>(); timer += MMath.GetRandomFloat() * 2.0f; lighthold = new State(smc, null, null, null, MinOnHoldTime, null); lighton = new State(smc, S_LightOn_Start, S_Light_Update, null, TransitionOnTime, lighthold); lightoff = new State(smc, S_LightOff_Start, S_Light_Update, null, TransitionOffTime, lighthold); smc.SetState(lightoff); mSound = gameObject.RequireComponent <CSound>(); }
public void GetColor() { CLight testLight = new CLight(); testLight.AddColor(new CColor { Name = "red", Rgb = new float[] { 1.0f, 0f, 0f } }); testLight.AddColor(new CColor { Name = "green", Rgb = new float[] { 0f, 1f, 0f } }); testLight.AddColor(new CColor { Name = "blue", Rgb = new float[] { 0f, 0f, 1f } }); // First change testLight.SetRgb(new float[] { 0.1f, 0.2f, 0.3f }, 111); var thingOne = testLight.GetColorValue(0, 11); var thingTwo = testLight.GetColorValue(1, 11); var thingThree = testLight.GetColorValue(2, 11); }
public void OnStart() { light = gameObject.RequireComponent<CLight>(); Random r = new Random(); timer += (float)r.NextDouble()*2.0f; activated = true; }
public void SetRgb_Should_SaveOldValuesAndSetNewValues() { CLight testLight = new CLight(); // First change testLight.SetRgb(new float[] { 0.1f, 0.2f, 0.3f }, 111); float[] rgb = testLight.GetRgb(); Assert.AreEqual(0.1f, rgb[0]); Assert.AreEqual(0.2f, rgb[1]); Assert.AreEqual(0.3f, rgb[2]); // 2nd change testLight.SetRgb(new float[] { 0.9f, 0.8f, 0.7f }, 222); rgb = testLight.GetRgb(); Assert.AreEqual(0.9f, rgb[0]); Assert.AreEqual(0.8f, rgb[1]); Assert.AreEqual(0.7f, rgb[2]); rgb = testLight.GetPreviousRgb(); Assert.AreEqual(0.1f, rgb[0]); Assert.AreEqual(0.2f, rgb[1]); Assert.AreEqual(0.3f, rgb[2]); Assert.AreEqual(111, testLight.PreviousTime); }
public void State_lightson_Start() { MonsterEncounter1 me = GetScript <MonsterEncounter1>(GameObject.GetGameObjectByName("Monster1")); if (current_light == 0) { lightson.MaxTimeInState = (float)rand.NextDouble() + 0.4f; } if (current_light < lights.Count) { CLight light = lights[current_light]; light.setEnabled(true); CSound sound = light.gameObject.RequireComponent <CSound>(); sound.PlayIndependentEvent("LightTurnOn.vente", false, 1); } else { if (!me.gameObject.RequireComponent <CMeshRenderer>().isEnabled()) { lightson.MaxTimeInState = (float)rand.NextDouble() * 15.0f + 5.0f; } lightson.NextState = lightsoff; return; } current_light++; }
public void OnStart() { light = gameObject.RequireComponent <CLight>(); Random r = new Random(); timer += (float)r.NextDouble() * 2.0f; activated = true; }
public void OnStart() { gameObject.SetFlag(Common.tagForInteractables); light = gameObject.GetComponentInChildren <CLight>(); spookg = GameObject.GetGameObjectByName("zSpook", true); startY = spookg.transform.position.y; spookg.transform.SetPositionY(-1000); }
public void OnStart() { gameObject.SetFlag(Common.tagForInteractables); light = gameObject.GetComponentInChildren<CLight>(); spookg = GameObject.GetGameObjectByName("zSpook", true); startY = spookg.transform.position.y; spookg.transform.SetPositionY(-1000); }
public void OnStart() { offPointLightColor = new Color(0.8f, 0.0f, 0.0f, 1.0f); onPointLightColor = new Color(0.0f, 0.8f, 0.0f, 1.0f); // Initialize into the common list GameObject camInMap; Common.AddCameraObjectToList(gameObject, out camInMap, out camInMapArea); CameraInMap inMapScript = GetScript <CameraInMap>(camInMapArea); inMapScript.SetTwin(gameObject); // Set in map to be able to direct to me (camInWorld) if (gameObject == Common.GetRCCarCam()) { inMapScript.isActive = true; // always default RCCar to active } prevXCurrRot = xCurrRot = 0.0f; prevYCurrRot = yCurrRot = 0.0f; UpdateVectors(); if (xRotationLimit == 0.0f && yRotationLimit == 0.0f) { shouldPhysicalCameraRotate = false; } for (uint i = 0; i < gameObject.transform.GetNumberOfChildren(); ++i) { GameObject childObj = gameObject.transform.GetChild(i).gameObject; if (childObj.GetName() == Common.nameForCamLight) { spotlight = childObj.RequireComponent <CLight>(); spotlight.SetDiffuse(new Color(0.706f, 0.96f, 0.714f, 1.0f)); // FFB4FCB6 // spotlight.SetRange(10.0f); // spotlight.SetSpot(10.0f); // spotlight.SetAtt(1.0f); // spotlight.SetLightType(CLight.LIGHTTYPE.SPOTLIGHT); spotlight.setEnabled(false); } else if (childObj.GetName() == Common.nameForCamPointLight) { pointlight = childObj.RequireComponent <CLight>(); SetPointLight(false); pointlight.setEnabled(true); } } mSound = gameObject.RequireComponent <CSound>(); mCamRotateID = mSound.GetUniqueEvent("CAM_ROTATE.vente", 1); }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent <CLight>(); lightScript = GetScript <LightFlicker>(lightObj); distortScript = GetScript <DistortForTime>(gameObject); scaryRender = face.RequireComponent <CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent <CSound>(); }
public override void OnStart() { base.OnStart(); monsterCroak = "C1_PAIN.vente"; GameObject face = GameObject.GetGameObjectByName(scaryObjName); GameObject lightObj = GameObject.GetGameObjectByName(scaryLightName); light = lightObj.RequireComponent<CLight>(); lightScript = GetScript<LightFlicker>(lightObj); distortScript = GetScript<DistortForTime>(gameObject); scaryRender = face.RequireComponent<CSkinMeshRenderer>(); scaryRender.setEnabled(false); _sound = gameObject.RequireComponent<CSound>(); }
public override void OnStart() { light = gameObject.GetComponentInChildren<CLight>(); light.setEnabled(false); lightState = InitialLightState; gameObject.GetComponent<CForwardRenderer>().mEmissiveColor = new Color(0.1f,0.1f,0.1f,1.0f); sound = gameObject.RequireComponent<CSound>(); GameObject tr = GameObject.GetGameObjectByName("Monster4TriggerArea"); if (tr != null) { trigger = GetScript<Monster4TriggerArea>(tr); trigger.M4LightsToTurnOff++; Logger.Log("M4Light to turn on, found for M4: #" + trigger.M4LightsToTurnOff.ToString()); } base.OnStart(); }
public void OnStart() { smc = new StateMachineController(); lightsmc = new StateMachineController(); player = Common.GetStealthPlayer(); binds = GameObject.GetGameObjectByName("Monster4Binds"); attackParticle = GameObject.GetGameObjectByName("Monster4AttackParts").GetComponent <CParticleEmitter>(); attackParticle.setEnabled(false); poofParticle = GameObject.GetGameObjectByName("Monster4Poof").GetComponent <CParticleEmitter>(); mlight = gameObject.GetComponentInChildren <CLight>(); sound = gameObject.RequireComponent <CSound>(); screen = Common.GetConsoleScreenScript(); mesh = GameObject.GetGameObjectByName("M4Mesh").RequireComponent <CMeshRenderer>(); hunting = new State(smc, S_hunting_Start, S_hunting_Update, null); respawning = new State(smc, S_respawning_Start, null, S_respawning_End, RESPAWNTIME, hunting); attacking = new State(smc, S_attacking_Start, S_attacking_Update, S_attacking_End); attacking_intro = new State(smc, S_attacking_intro_Start, S_attacking_intro_Update, null, 1.0f, attacking); incoming = new State(smc, S_incoming_Start, S_incoming_Update, null, 3.0f, respawning); hurting = new State(smc, S_hurting_Start, S_hurting_Update, null, 1.0f, respawning); idle = new State(smc); dying = new State(smc, S_dying_Start, null, S_dying_End, 2.0f, idle); //light smc hold = new State(lightsmc, null, null, null); turningoff = new State(lightsmc, null, S_turningoff_Update, null, 0.5f, hold); turningon = new State(lightsmc, null, S_turningon_Update, null, 0.5f, hold); //binds smc bindssmc = new StateMachineController(); bindhold = new State(bindssmc, null, null, null); bindsmoveup = new State(bindssmc, S_bindsmoveup_Start, S_bindsmoveup_Update, null, 0.5f, bindhold); bindsmovedown = new State(bindssmc, null, S_bindsmovedown_Update, S_bindsmovedown_End, 0.5f, bindhold); helper = new MonsterHelper(); smc.SetState(respawning); lightsmc.SetState(hold); DisplayCorruption(); }
public void OnStart() { smc = new StateMachineController(); lightsmc = new StateMachineController(); player = Common.GetStealthPlayer(); binds = GameObject.GetGameObjectByName("Monster4Binds"); attackParticle = GameObject.GetGameObjectByName("Monster4AttackParts").GetComponent<CParticleEmitter>(); attackParticle.setEnabled(false); poofParticle = GameObject.GetGameObjectByName("Monster4Poof").GetComponent<CParticleEmitter>(); mlight = gameObject.GetComponentInChildren<CLight>(); sound = gameObject.RequireComponent<CSound>(); screen = Common.GetConsoleScreenScript(); mesh = GameObject.GetGameObjectByName("M4Mesh").RequireComponent<CMeshRenderer>(); hunting = new State(smc, S_hunting_Start, S_hunting_Update, null); respawning = new State(smc, S_respawning_Start, null, S_respawning_End, RESPAWNTIME, hunting); attacking = new State(smc, S_attacking_Start, S_attacking_Update, S_attacking_End); attacking_intro = new State(smc, S_attacking_intro_Start, S_attacking_intro_Update, null, 1.0f, attacking); incoming = new State(smc, S_incoming_Start, S_incoming_Update, null, 3.0f, respawning); hurting = new State(smc, S_hurting_Start, S_hurting_Update, null, 1.0f, respawning); idle = new State(smc); dying = new State(smc, S_dying_Start, null, S_dying_End, 2.0f, idle); //light smc hold = new State(lightsmc, null, null, null); turningoff = new State(lightsmc, null, S_turningoff_Update, null, 0.5f, hold); turningon = new State(lightsmc, null, S_turningon_Update, null, 0.5f, hold); //binds smc bindssmc = new StateMachineController(); bindhold = new State(bindssmc, null, null, null); bindsmoveup = new State(bindssmc, S_bindsmoveup_Start, S_bindsmoveup_Update, null, 0.5f, bindhold); bindsmovedown = new State(bindssmc, null, S_bindsmovedown_Update, S_bindsmovedown_End, 0.5f, bindhold); helper = new MonsterHelper(); smc.SetState(respawning); lightsmc.SetState(hold); DisplayCorruption(); }
public override void OnStart() { light = gameObject.GetComponentInChildren <CLight>(); light.setEnabled(false); lightState = InitialLightState; gameObject.GetComponent <CForwardRenderer>().mEmissiveColor = new Color(0.1f, 0.1f, 0.1f, 1.0f); sound = gameObject.RequireComponent <CSound>(); GameObject tr = GameObject.GetGameObjectByName("Monster4TriggerArea"); if (tr != null) { trigger = GetScript <Monster4TriggerArea>(tr); trigger.M4LightsToTurnOff++; Logger.Log("M4Light to turn on, found for M4: #" + trigger.M4LightsToTurnOff.ToString()); } base.OnStart(); }
public void State_lightson_Start() { if (current_light < lights.Count) { CLight light = lights[current_light]; light.setEnabled(true); CSound sound = light.gameObject.RequireComponent <CSound>(); sound.PlayIndependentEvent("LightTurnOn.vente", false, 1); } else { if (stage == 1) { foreach (GameObject g in GameObject.GetGameObjectsWithTag("FlickerLight")) { GetScriptClass <LightFlicker>(g).activated = true; } } //active monster lightson.MaxTimeInState = _lightson[stage]; if (stage != 0) { MonsterEncounter1 me = GetScript <MonsterEncounter1>(GameObject.GetGameObjectByName("Level4Monster1")); me.Advance(); if (me.gameObject.transform.position.z < 20) { lightsoff.NextState = finale; lightsoff.MaxTimeInState = 5.0f; } smc.SetState(lightsoff); } else { MonsterEncounter1 me = GetScript <MonsterEncounter1>(GameObject.GetGameObjectByName("Level4Monster1")); me.Advance(); smc.SetState(lightsonwait); } return; } current_light++; }
// Use this for initialization public void OnStart() { mSound = gameObject.RequireComponent <CSound>(); ocuConsole = Common.GetConsoleScreenScript(); door = GameObject.GetGameObjectByName(Common.prefix + "GeneticsLabDoor2"); GameObject lightObj = GameObject.GetGameObjectByName(Common.prefix + "GLD_RightLight2"); rightLight = lightObj.RequireComponent <CLight>(); lightObj = GameObject.GetGameObjectByName(Common.prefix + "GLD_LeftLight2"); leftLight = lightObj.RequireComponent <CLight>(); correctIndexOrder.Add(0); correctHeights.Add(3); // 3A correctIndexOrder.Add(2); correctHeights.Add(6); // 6C correctIndexOrder.Add(3); correctHeights.Add(5); // 5D correctIndexOrder.Add(1); correctHeights.Add(3); // 3B }
public void OnStart() { sound = gameObject.RequireComponent <CSound>(); redButton = GameObject.GetGameObjectByName("redButton"); greenButton = GameObject.GetGameObjectByName("greenButton"); blueButton = GameObject.GetGameObjectByName("blueButton"); consoleScreen = Common.GetSurveillancePlayerConsoleScreen(); consoleScript = GetScript <OcuConsoleScreen>(consoleScreen); //lights = GameObject.GetGameObjectsWithTag("phase1light"); GameObject doorObj = GameObject.GetGameObjectByName("Terminal1Door"); door1Script = GetScript <DoorMain>(doorObj); doorObj = GameObject.GetGameObjectByName("Terminal2Door"); door2Script = GetScript <DoorMain>(doorObj); GameObject checkpoint = GameObject.GetGameObjectByName("Checkpoint1a"); checkpointScript = GetScript <DeathCheckpointTriggerArea>(checkpoint); chilloutFace = GameObject.GetGameObjectByName("chilloutface 1"); cFace = (chilloutFace.RequireComponent <CMeshRenderer>()); GameObject lightObj = GameObject.GetGameObjectByName("Light1a"); lightAtDoor = lightObj.RequireComponent <CLight>(); lightAtDoor.setEnabled(false); foreach (GameObject obj in GameObject.GetGameObjectsWithTag("phase1light")) { lights.Add(obj.RequireComponent <CLight>()); } sequence.Add(1); sequence.Add(3); sequence.Add(2); if (lights.Count == 0) { } geneticsAccessLeftLightObj = GameObject.GetGameObjectByName("GLD_LeftLight"); geneticsAccessLeftLight = geneticsAccessLeftLightObj.RequireComponent <CLight>(); }
public void TurnOffHouse(char house) { switch (house) { case 'A': ALight.SetActive(false); A = false; break; case 'B': BLight.SetActive(false); B = false; break; case 'C': CLight.SetActive(false); C = false; break; default: break; } }
public void OnStart() { geneticsAccessRightLightObj = GameObject.GetGameObjectByName("GLD_RightLight"); geneticsAccessRightLight = geneticsAccessRightLightObj.RequireComponent <CLight>(); geneticsLabDoor = GameObject.GetGameObjectByName("GeneticsLabDoor"); doorScript = GetScript <DoorMain>(geneticsLabDoor); GameObject doorTerminal = GameObject.GetGameObjectByName("Terminal2Door"); doorTerminalScript = GetScript <DoorMain>(doorTerminal); boobyTrapControllerObj = GameObject.GetGameObjectByName("TSR_SeqScrambler"); boobyTrapScript = GetScript <BoobyTrapControllerScript>(boobyTrapControllerObj); GameObject triggerArea = GameObject.GetGameObjectByName("TrapTrigger"); trapAreaScript = GetScript <ConsoleSequenceInitiator>(triggerArea); //ADD SEQUENCES MANUALLY HERE List <int> redRoomTrapSeq = new List <int>(); redRoomTrapSeq.Add(43); redRoomTrapSeq.Add(82); redRoomTrapSeq.Add(13); redRoomTrapSeq.Add(35); sequence.validSequence = redRoomTrapSeq; sound = gameObject.RequireComponent <CSound>(); }
bool isActivated = false; // has player stepped into the area public override void OnStart() { base.OnStart(); mSound = gameObject.RequireComponent <CSound>(); flickeringLights = new List <CLight>(); GameObject lightObj = GameObject.GetGameObjectByName("LightFlicker"); CLight flickeringLight = lightObj.RequireComponent <CLight>(); originalIntensity = flickeringLight.GetAtt(); flickeringLights.Add(flickeringLight); for (int index = 2; index <= 6; ++index) { string lightName = "LightFlicker " + index.ToString(); lightObj = GameObject.GetGameObjectByName(lightName); flickeringLight = lightObj.RequireComponent <CLight>(); flickeringLights.Add(flickeringLight); } foreach (CLight light in flickeringLights) { light.setEnabled(false); // Turn off all lights at start } glass = GameObject.GetGameObjectByName("GlassMonster"); glassScript = GetScript <TutorialGlassSound>(glass); monster = GameObject.GetGameObjectByName("Monster"); monsterInitPos = monster.transform.position; GameObject doorObj = GameObject.GetGameObjectByName("door6"); door = GetScript <DoorMain>(doorObj); mDirectionToRun = gameObject.transform.GetForwardVector(); mDirectionTowardGlass = gameObject.transform.GetRightVector(); }
void Update() { char c = (char)serial.ReadChar(); Debug.Log(c); if (serial.IsOpen) { if (!A && c == 'A') { ALight.SetActive(true); A = true; } if (!B && c == 'B') { BLight.SetActive(true); B = true; } if (!C && c == 'C') { CLight.SetActive(true); C = true; } } }
public void OnStart() { _onTime = 1.0f; _transitionOffTime = 0.0f; _transitionOnTime = 0.1f; _minOffHoldTime = 1.05f; _maxOffHoldTime = 1.15f; _minOnHoldTime = 1.1f; _maxOnHoldTime = 1.9f; _minoffinten = 0.3f; _maxoffinten = 0.3f; _minoninten = 0.7f; _maxoninten = 1.0f; smc = new StateMachineController(); light = gameObject.RequireComponent<CLight>(); timer += MMath.GetRandomFloat() * 2.0f; lighthold = new State(smc, null, null, null, _minOnHoldTime, null); lighton = new State(smc, S_LightOn_Start, S_Light_Update, null, _transitionOnTime, lighthold); lightoff = new State(smc, S_LightOff_Start, S_Light_Update, null, _transitionOffTime, lighthold); smc.SetState(lightoff); }
// Use this for initialization public void OnStart() { mSound = gameObject.RequireComponent<CSound>(); ocuConsole = Common.GetConsoleScreenScript(); door = GameObject.GetGameObjectByName(Common.prefix + "GeneticsLabDoor2"); GameObject lightObj = GameObject.GetGameObjectByName(Common.prefix + "GLD_RightLight2"); rightLight = lightObj.RequireComponent<CLight>(); lightObj = GameObject.GetGameObjectByName(Common.prefix + "GLD_LeftLight2"); leftLight = lightObj.RequireComponent<CLight>(); correctIndexOrder.Add(0); correctHeights.Add(3); // 3A correctIndexOrder.Add(2); correctHeights.Add(6); // 6C correctIndexOrder.Add(3); correctHeights.Add(5); // 5D correctIndexOrder.Add(1); correctHeights.Add(3); // 3B }
public void OnStart() { offPointLightColor = new Color(0.8f, 0.0f, 0.0f, 1.0f); onPointLightColor = new Color(0.0f, 0.8f, 0.0f, 1.0f); // Initialize into the common list GameObject camInMap; Common.AddCameraObjectToList(gameObject, out camInMap, out camInMapArea); CameraInMap inMapScript = GetScript<CameraInMap>(camInMapArea); inMapScript.SetTwin(gameObject); // Set in map to be able to direct to me (camInWorld) if (gameObject == Common.GetRCCarCam()) { inMapScript.isActive = true; // always default RCCar to active } prevXCurrRot = xCurrRot = 0.0f; prevYCurrRot = yCurrRot = 0.0f; UpdateVectors(); if (xRotationLimit == 0.0f && yRotationLimit == 0.0f) { shouldPhysicalCameraRotate = false; } for (uint i = 0; i < gameObject.transform.GetNumberOfChildren(); ++i) { GameObject childObj = gameObject.transform.GetChild(i).gameObject; if (childObj.GetName() == Common.nameForCamLight) { spotlight = childObj.RequireComponent<CLight>(); spotlight.SetDiffuse(new Color(0.706f, 0.96f, 0.714f, 1.0f)); // FFB4FCB6 // spotlight.SetRange(10.0f); // spotlight.SetSpot(10.0f); // spotlight.SetAtt(1.0f); // spotlight.SetLightType(CLight.LIGHTTYPE.SPOTLIGHT); spotlight.setEnabled(false); } else if (childObj.GetName() == Common.nameForCamPointLight) { pointlight = childObj.RequireComponent<CLight>(); SetPointLight(false); pointlight.setEnabled(true); } } mSound = gameObject.RequireComponent<CSound>(); mCamRotateID = mSound.GetUniqueEvent("CAM_ROTATE.vente", 1); }
public void OnStart() { geneticsAccessRightLightObj = GameObject.GetGameObjectByName("GLD_RightLight"); geneticsAccessRightLight = geneticsAccessRightLightObj.RequireComponent<CLight>(); geneticsLabDoor = GameObject.GetGameObjectByName("GeneticsLabDoor"); doorScript = GetScript<DoorMain>(geneticsLabDoor); GameObject doorTerminal = GameObject.GetGameObjectByName("Terminal2Door"); doorTerminalScript = GetScript<DoorMain>(doorTerminal); boobyTrapControllerObj = GameObject.GetGameObjectByName("TSR_SeqScrambler"); boobyTrapScript = GetScript<BoobyTrapControllerScript>(boobyTrapControllerObj); GameObject triggerArea = GameObject.GetGameObjectByName("TrapTrigger"); trapAreaScript = GetScript<ConsoleSequenceInitiator>(triggerArea); //ADD SEQUENCES MANUALLY HERE List<int> redRoomTrapSeq = new List<int>(); redRoomTrapSeq.Add(43); redRoomTrapSeq.Add(82); redRoomTrapSeq.Add(13); redRoomTrapSeq.Add(35); sequence.validSequence = redRoomTrapSeq; sound = gameObject.RequireComponent<CSound>(); }
public void OnStart() { sound = gameObject.RequireComponent<CSound>(); redButton = GameObject.GetGameObjectByName("redButton"); greenButton = GameObject.GetGameObjectByName("greenButton"); blueButton = GameObject.GetGameObjectByName("blueButton"); consoleScreen = Common.GetSurveillancePlayerConsoleScreen(); consoleScript = GetScript<OcuConsoleScreen>(consoleScreen); //lights = GameObject.GetGameObjectsWithTag("phase1light"); GameObject doorObj = GameObject.GetGameObjectByName("Terminal1Door"); door1Script = GetScript<DoorMain>(doorObj); doorObj = GameObject.GetGameObjectByName("Terminal2Door"); door2Script = GetScript<DoorMain>(doorObj); GameObject checkpoint = GameObject.GetGameObjectByName("Checkpoint1a"); checkpointScript = GetScript<DeathCheckpointTriggerArea>(checkpoint); chilloutFace = GameObject.GetGameObjectByName("chilloutface 1"); cFace = (chilloutFace.RequireComponent<CMeshRenderer>()); GameObject lightObj = GameObject.GetGameObjectByName("Light1a"); lightAtDoor = lightObj.RequireComponent<CLight>(); lightAtDoor.setEnabled(false); foreach (GameObject obj in GameObject.GetGameObjectsWithTag("phase1light")) { lights.Add(obj.RequireComponent<CLight>()); } sequence.Add(1); sequence.Add(3); sequence.Add(2); if(lights.Count == 0) { } geneticsAccessLeftLightObj = GameObject.GetGameObjectByName("GLD_LeftLight"); geneticsAccessLeftLight = geneticsAccessLeftLightObj.RequireComponent<CLight>(); }
public void OnStart() { compLight = gameObject.RequireComponent <CLight>(); compLight.SetAtt(startAtt); currAtt = startAtt; }
public void OnStart() { compLight = gameObject.RequireComponent<CLight>(); compLight.SetAtt(startAtt); currAtt = startAtt; }